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Messages - Stefan

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     With Call of Duty: Black Ops built for 3D, the list of 3D-enabled games has reached a respectable
     number. So which ones are the best and what gear do you need to play them?

     Avatar the movie hurled 3D into the public consciousness, but the true impact of 3D is being felt in gaming, where
     you’re not just watching a stereoscopic world, you're totally immersed in it. Watching Avatar at the cinema was cool,
     but putting on the NVIDIA 3D glasses and firing up our ASUS 3D monitor to play Need for Speed: Shift in 3D was
     mind-blowing. It was the “wow” moment, the kind you get when a new, disruptive technology shows up to suddenly
     change the way things are done.

Download whitepaper

Here is a similar package: SP50640
Intel revision 2189
If you don't whether you need this or the above driver, lookup the magic numbers behind SUBSYS in device manager.

"ATI Mobility Radeon HD 5470" = ati2mtag_ManhattanP, PCI\VEN_1002&DEV_68E0&SUBSYS_1448103C
"ATI Mobility Radeon HD 5470 " = ati2mtag_ManhattanP_PXAI, PCI\VEN_1002&DEV_68E0&SUBSYS_144A103C
"ATI Mobility Radeon HD 5470  " = ati2mtag_ManhattanP, PCI\VEN_1002&DEV_68E0&SUBSYS_1449103C
"ATI Mobility Radeon HD 5470   " = ati2mtag_ManhattanP_PXAI, PCI\VEN_1002&DEV_68E0&SUBSYS_144B103C
"ATI Mobility Radeon HD 5470    " = ati2mtag_ManhattanP_PXAI, PCI\VEN_1002&DEV_68E0&SUBSYS_149C103C
"ATI Mobility Radeon HD 5650" = ati2mtag_Manhattan_PXAI, PCI\VEN_1002&DEV_68C1&SUBSYS_144A103C
"ATI Mobility Radeon HD 5650 " = ati2mtag_Manhattan, PCI\VEN_1002&DEV_68C1&SUBSYS_1448103C
"ATI Mobility Radeon HD 5650  " = ati2mtag_Manhattan, PCI\VEN_1002&DEV_68C1&SUBSYS_1449103C
"ATI Mobility Radeon HD 5650   " = ati2mtag_Manhattan_PXAI, PCI\VEN_1002&DEV_68C1&SUBSYS_144B103C
"ATI Mobility Radeon HD 5650    " = ati2mtag_Manhattan_PXAI, PCI\VEN_1002&DEV_68C1&SUBSYS_149C103C
"ATI Mobility Radeon HD 5850" = ati2mtag_Manhattan, PCI\VEN_1002&DEV_68A1&SUBSYS_144D103C
"ATI Mobility Radeon HD 6370" = ati2mtag_ManhattanP, PCI\VEN_1002&DEV_68E4&SUBSYS_1639103C
"ATI Mobility Radeon HD 6370 " = ati2mtag_ManhattanP_PXAI, PCI\VEN_1002&DEV_68E4&SUBSYS_163C103C
"ATI Mobility Radeon HD 6370  " = ati2mtag_ManhattanP, PCI\VEN_1002&DEV_68E4&SUBSYS_163A103C
"ATI Mobility Radeon HD 6370   " = ati2mtag_ManhattanP_PXAI, PCI\VEN_1002&DEV_68E4&SUBSYS_163D103C
"ATI Mobility Radeon HD 6370    " = ati2mtag_ManhattanP_PXAI, PCI\VEN_1002&DEV_68E4&SUBSYS_163E103C
"ATI Mobility Radeon HD 6370     " = ati2mtag_ManhattanP, PCI\VEN_1002&DEV_68E4&SUBSYS_163B103C
"ATI Mobility Radeon HD 6550" = ati2mtag_Manhattan, PCI\VEN_1002&DEV_68C1&SUBSYS_1639103C
"ATI Mobility Radeon HD 6550 " = ati2mtag_Manhattan_PXAI, PCI\VEN_1002&DEV_68C1&SUBSYS_163C103C
"ATI Mobility Radeon HD 6550  " = ati2mtag_Manhattan, PCI\VEN_1002&DEV_68C1&SUBSYS_163A103C
"ATI Mobility Radeon HD 6550   " = ati2mtag_Manhattan, PCI\VEN_1002&DEV_68C1&SUBSYS_163B103C
"ATI Mobility Radeon HD 6550    " = ati2mtag_Manhattan_PXAI, PCI\VEN_1002&DEV_68C1&SUBSYS_163E103C
"ATI Mobility Radeon HD 6550     " = ati2mtag_Manhattan_PXAI, PCI\VEN_1002&DEV_68C1&SUBSYS_163D103C

3D-Tech News Around The Web / HWiNFO32 v3.65 Released
« on: December 21, 2010, 03:19:02 PM »
Changes in HWiNFO32 v3.65 - Released on: Dec-21-2010:

    * Enhanced support of ATI PM2 sensors.
    * Added support of CHiL CH8266 PWM (for monitoring of GPU voltage, current, power).
    * Added universal support of CSMI SAS (improved drive detection).
    * Enhanced sensor monitoring on ASUS Rampage III GENE/Extreme.
    * Enhanced support of AMD Family 15h.
    * Added support of Intel XTU v2.1.
    * Added nVidia GeForce GTX 570.
    * Enhanced sensor monitoring on Intel 6-series desktop boards.
    * Added nVidia GeForce GT 540M.
    * Enhanced support of Ivy Bridge-DT/MB.
    * Added preliminary support of Ivy Bridge-EP/EX (Ivytown).
    * Enhanced sensor monitoring on MSI GX620.
    * Improved recognition of Arrandale ECC.
    * Added support of SMSC SCH3112/4/6 LPC HW monitor.
    * Fixed Benchmark comparison label issue.
    * Added Intel Core 2nd generation logos.

I took another look with GTX465. You need some pre-requisites:
- MSVC2008 runtimes, in all likelyhood your winsxs folder is stuffed with that
- cudart.dll from SDK 2.3
- an old forceware build against CUDA SDK 2.3

   FW198.19 (CUDA 3.01) ran the "bitmaps intro", but then crashed also. I wasn't in the mood to rollback further  :P

In case of interest i attached a debug log.


    * After Release 261.19, NVIDIA will no longer test and invest in Windows 2000 driver support–all associated software, drivers, and tools will not support Windows 2000. Windows XP will still be supported.

New in Release 261.19:

    * Support for Quadro 6000, Quadro 5000, Quadro 4000, Quadro 2000 and Quadro 600.
    * Adds support for OpenGL 4.0
    * ECC State
          o New page for GPUs that support ECC (error correction code). The page lets you
                + Change the Error Correction Code (ECC) state for GPUs.
                + View GPU memory details.
    * EDID Management
          o Accessible from the View System Topology page, this feature lets you:
                + View the connector information
                + Get an EDID from a connected display and save it to disk
                + Force an EDID at a connector
                + Remove a forced EDID from a connector

    * Workstation application compatibility fixes. Please read the release notes for more information on product support, feature limitations, driver fixes and known compatibility issues.
    * If you would like to be notified of upcoming drivers for Windows, please subscribe to the newsletter.

Existing Support:

    * Support for the Open Computing Language (OpenCL) 1.0 in Quadro FX Series x700 and newer as well as the FX4600 and FX5600.
    * Supports NVIDIA SLI technology (two-way SLI) for DirectX 9, DirectX 10, and OpenGL on SLI-certified Intel X58-based motherboard based system from select OEMs.
    * Support for DDC-Ci/MCCS over the DisplayPort AUX channel.
    * 10-bits per color (10bpc) DisplayPort support for full-screen applications on supported products.

Tech notes

3D-Tech News Around The Web / ATI Catalyst 10.12 (8.801) FirePro Beta
« on: December 20, 2010, 02:26:04 PM »
Runtimes are identical to the aforementioned 10.12 (8.801) desktop driver.
Besides FirePro all desktop GPUs with unified shaders are supported.

Direct downloads:
Vista/7 32
Vista/7 64

"ATI FirePro 3800 (FireGL) Graphics Adapter" = ati2mtag_EvergreenGL, PCI\VEN_1002&DEV_68C9
"ATI FirePro V3700 (FireGL)" = ati2mtag_RV620GL, PCI\VEN_1002&DEV_95CC
"ATI FirePro V3750 (FireGL)" = ati2mtag_R7XGL, PCI\VEN_1002&DEV_949F
"ATI FirePro V4800 (FireGL) Graphics Adapter" = ati2mtag_EvergreenGL, PCI\VEN_1002&DEV_68C8
"ATI FirePro V5700 (FireGL)" = ati2mtag_R7XGL, PCI\VEN_1002&DEV_949E
"ATI FirePro V5800 (FireGL) Graphics Adapter" = ati2mtag_EvergreenGL, PCI\VEN_1002&DEV_68A9
"ATI FirePro V7750 (FireGL)" = ati2mtag_R7XGL, PCI\VEN_1002&DEV_949C
"ATI FirePro V7800 (FireGL) Graphics Adapter" = ati2mtag_EvergreenGL, PCI\VEN_1002&DEV_6889
"ATI FirePro V8700 (FireGL)" = ati2mtag_RV7XGL, PCI\VEN_1002&DEV_9456
"ATI FirePro V8750 (FireGL)" = ati2mtag_RV7XGL, PCI\VEN_1002&DEV_9444
"ATI FirePro V8800 (FireGL) Graphics Adapter" = ati2mtag_EvergreenGL, PCI\VEN_1002&DEV_6888
"ATI FirePro V9800 (FireGL) Graphics Adapter" = ati2mtag_EvergreenGL, PCI\VEN_1002&DEV_688A

3D-Tech News Around The Web / Re: AMD HD6900 Mecha HK-2207 tech demo
« on: December 20, 2010, 05:09:45 AM »

Did your old 8800GTX die?

No, but it became quickly outdated from a technical p.o.v., especially the lack of atomic operations (compute caps 1.0) for CUDA applications and then the evolving D3D11/CS5.


You got 18 fps?! only?!? But running HD5400 series?

HD5470 Mobility, the speed doesn't match desktop GPUs with similar product numbers.

3D-Tech News Around The Web / Notepad++ 5.8.6 released
« on: December 19, 2010, 11:53:40 PM »
Notepad++ v5.8.6 fixed bugs (from v5.8.5):

   1. Fix langs.xml 0 length problem while user ends session without closing Notepad++.
   2. Fix empty line count failure (RegExpr).
   3. Fix task list display glitch under Windows 7.
   4. Add trim functions (header/trailing/compact feature).
   5. Add white space and TAB conversion features.
   6. Fix folding margin to be displayed when opening Notepad++ with a new/empty file (Normal text).
   7. Fix auto-completion detection language bug.
   8. Fix the changing theme settings makes switch back to the default theme bug.
   9. Make english.xml customizable.

This driver SP50855 updates IGD to rev. 2182.
At least for me its impossible to update IGD separately  :(
After installing that you can install regular Mobility 10.12 on top.

IGD 2182 fixes ShaderToyMark's bottom middle demo on Intel HD

"ATI Mobility Radeon HD 540v" = ati2mtag_M9x, PCI\VEN_1002&DEV_9555&SUBSYS_0709103C
"ATI Mobility Radeon HD 540v " = ati2mtag_M9x_PXAI, PCI\VEN_1002&DEV_9555&SUBSYS_143A103C
"ATI Mobility Radeon HD 5430" = ati2mtag_ManhattanP_PXAI, PCI\VEN_1002&DEV_68E1&SUBSYS_158F103C
"ATI Mobility Radeon HD 5430 " = ati2mtag_ManhattanP, PCI\VEN_1002&DEV_68E1&SUBSYS_158E103C
"ATI Mobility Radeon HD 5450" = ati2mtag_ManhattanP_PXAI, PCI\VEN_1002&DEV_68E0&SUBSYS_1433103C
"ATI Mobility Radeon HD 5450 " = ati2mtag_ManhattanP, PCI\VEN_1002&DEV_68E0&SUBSYS_1434103C
"ATI Mobility Radeon HD 5450  " = ati2mtag_ManhattanP, PCI\VEN_1002&DEV_68E0&SUBSYS_146B103C
"ATI Mobility Radeon HD 5450   " = ati2mtag_ManhattanP_PXAI, PCI\VEN_1002&DEV_68E0&SUBSYS_1469103C
"ATI Mobility Radeon HD 5450    " = ati2mtag_ManhattanP, PCI\VEN_1002&DEV_68E0&SUBSYS_EEEE103C
"ATI Mobility Radeon HD 5450     " = ati2mtag_ManhattanP_PXAI, PCI\VEN_1002&DEV_68E0&SUBSYS_1486103C
"ATI Mobility Radeon HD 5470" = ati2mtag_ManhattanP_PXAI, PCI\VEN_1002&DEV_68E0&SUBSYS_143A103C
"ATI Mobility Radeon HD 5470 " = ati2mtag_Manhattan_PRAI, PCI\VEN_1002&DEV_68E0&SUBSYS_143D103C
"ATI Mobility Radeon HD 5470  " = ati2mtag_ManhattanP, PCI\VEN_1002&DEV_68E0&SUBSYS_143D103C
"ATI Mobility Radeon HD 5470   " = ati2mtag_ManhattanP, PCI\VEN_1002&DEV_68E0&SUBSYS_1601103C
"ATI Mobility Radeon HD 5470    " = ati2mtag_ManhattanP_PXAI, PCI\VEN_1002&DEV_68E0&SUBSYS_1600103C
"ATI Mobility Radeon HD 5470     " = ati2mtag_ManhattanP_PXAI, PCI\VEN_1002&DEV_68E0&SUBSYS_1603103C
"ATI Mobility Radeon HD 5470      " = ati2mtag_ManhattanP, PCI\VEN_1002&DEV_68E0&SUBSYS_1602103C
"ATI Mobility Radeon HD 5650" = ati2mtag_Manhattan_PXAI, PCI\VEN_1002&DEV_68C1&SUBSYS_1436103C
"ATI Mobility Radeon HD 5650 " = ati2mtag_Manhattan, PCI\VEN_1002&DEV_68C1&SUBSYS_1437103C
"ATI Mobility Radeon HD 6000 Series" = ati2mtag_Manhattan, PCI\VEN_1002&DEV_68C1&SUBSYS_EEEE103C
"ATI Mobility Radeon HD 6330" = ati2mtag_ManhattanP_PXAI, PCI\VEN_1002&DEV_68E5&SUBSYS_1655103C
"ATI Mobility Radeon HD 6330 " = ati2mtag_ManhattanP, PCI\VEN_1002&DEV_68E5&SUBSYS_158E103C
"ATI Mobility Radeon HD 6370" = ati2mtag_ManhattanP, PCI\VEN_1002&DEV_68E4&SUBSYS_162D103C
"ATI Mobility Radeon HD 6370 " = ati2mtag_ManhattanP_PXAI, PCI\VEN_1002&DEV_68E4&SUBSYS_162C103C
"ATI Mobility Radeon HD 6370  " = ati2mtag_ManhattanP_PXAI, PCI\VEN_1002&DEV_68E4&SUBSYS_162F103C
"ATI Mobility Radeon HD 6370   " = ati2mtag_ManhattanP, PCI\VEN_1002&DEV_68E4&SUBSYS_162E103C
"ATI Mobility Radeon HD 5000 Series" = ati2mtag_Manhattan, PCI\VEN_1002&DEV_68C1

[GPU-Z Test Build] Fix for crash w/ NVIDIA cards and ATI Stream SDK
- Fixes a crash in OpenCL detection on NVIDIA cards, when the ATI Stream SDK is installed.
For some reason AMD's driver still loads even though no ATI card is installed in the system.

- Also fixed, rounding error when calculating Texture Fillrate on NVIDIA cards

Yet fails with Cedar... 

3D-Tech News Around The Web / IDA pro 6.0 and IDA free 5.0 available
« on: December 19, 2010, 12:36:18 PM »
The IDA Pro Disassembler and Debugger is an interactive, programmable, extendible, multi-processor disassembler hosted on Windows, Linux, or Mac OS X. IDA Pro has become the de-facto standard for the analysis of hostile code, vulnerability research and COTS validation.

Thank you Ida, my old friend  ;)

Ida rocks (my Cedar rig)  ;D

edit: old picture host passed away, copy at Flickr

...D3D11 also came with a few other features that allow more “traditional” rendering approaches to benefit from the increased programmability of graphics hardware. Unfortunately most of them have gone relatively unnoticed, which isn’t surprising when you consider that most of them have little or no documentation...

Full story here

3D-Tech News Around The Web / Re: AMD HD6900 Mecha HK-2207 tech demo
« on: December 18, 2010, 08:02:23 PM »
Actually i bought the 8800GTX cheaply after 9800GTX release.
Also the real high-end card was the "8800 Ultra" at the time (before 9800 series).

3D-Tech News Around The Web / gDEBugger 5.8 - OpenCL 1.1 is now supported
« on: December 18, 2010, 02:36:32 PM »
gDEBugger Version 5.8

    * OpenCL 1.1 is now supported by gDEBugger CL.


    * Improved the OpenCL forced / disable modes, the modes now retain the driver overhead and synchornization effects, and only lower the actual workload.
    * Added a cap to the number of debug and output strings reported, as applications using many of them at high frequency could cause the gDEBugger client application to respond slowly or even hang.

Fixed bugs:

    * When using rectangular (non-square / cube) OpenCL images, the bytes read, bytes written and bytes copied counters would display wrong values.
    * Using functions which take matrix or vector parameters would sometimes result in crashes if two such functions were called concurrently from two rendering threads.
    * Fixed a rare crash in multi-threaded applications.
    * In some configurations, the gDEBugger OpenGL and OpenCL servers would crash as the debugged application exited.
    * Some applications would experience crashes if the time difference between a context's creation and the first draw function call in it was too short.
    * When debugging several applications in one gDEBugger session, contexts were sometimes wrongly marked as deleted.
    * Calling glUniform1fARB with no current context could crash the OpenGL server.
    * Strings from the GL_AMD_debug_output and GL_AMDX_debug_output extensions were not shown correctly in the API Calls History view.
    * Some parameters in glBlitFramebufferEXT, glBufferAddressRangeNV and clCreate
    * functions were logged incorrectly.
    * When an OpenCL object is released, properties views would continue to display (broken) links to it.
    * OpenGL state variables related to the GL_NV_texture_shader extension were not properly marked as unsupported on implementations that do not support the extension.
    * Some deprecated calls to glBindBufferARB were not correctly marked as such.
    * OpenCL kernel names were diplayed with garbage numbers in the OpenCL Command Queues viewer properties.
    * Windows + Linux: Deleting a context would cause the current context to be detached from the current thread, even if it was not the deleted context.
    * Windows: The gDEBugger OpenGL server would occasionally hang while updating context data with newer ATI graphics drivers.
    * Windows: The gDEBugger OpenCL server would sometimes hang when debugging OpenCL-only applications.
    * Mac: False calls of glGetIntegerv were sometimes reported.
    * Mac: When using pixel formats that have no depth or no stencil bits, an (non-functional) buffer was still shown in the Textures, Buffers and Images viewer.
    * Linux: Configurations which use the LIBGL_DRIVERS_PATH environment variable would wrongly get the message that the driver does not exist.
    * Linux: Using glXCreateContextAttribsARB without certain context flags would cause crashes in some scenarios.

3D-Tech News Around The Web / SIGGRAPH Asia 2010 - OpenCL by Example
« on: December 18, 2010, 09:09:08 AM »
Welcome to the course notes and supplementary materials for the SIGGRAPH Asia 2010 OpenCL by Example tutorial and half-day course.

The course was held at SIGGRAPH Asia 2010 on Thursday, 16 December.

My advisor and I have finally gotten to a point in our implementation of our Real Time Particle System that it can see the light of day. We have been working on an OpenCL implementation of the SPH method for simulating real time fluids. At this point it looks pretty good, which is the scientific way of saying there is still a lot of work to do. Take a look at the video to see it in action inside the Blender Game Engine!

Full story here

3D-Tech News Around The Web / NVIDIA Cg Toolkit 3.0 - November 2010
« on: December 16, 2010, 06:06:07 PM »
The November 2010 version of Cg 3.0 contains the following improvements: 

              Vertex shaders aren't disabled by tessellation shader state assignments 
              DirectX feature levels 9 and 10 now work with cgD3D11 
              cgCombinePrograms respects the auto compile flag 
              The hlsl10g profile now supports structures in AttribArray   
              cgCopyProgram works once again! 
              Fixed a bug when compound-assignment operators (+=, *=, etc.) were used on 
              column major matrices 
              tex2Dsize will now work for shadow samplers 
              Resolved a problem with geometry shaders on OSX 
              Corrected our OSX Framework executable path 
              Fixed crash when connecting API created parameters to precompiled 
              (CG_OBJECT) program parameters 
              No longer try to use typedef keyword in generated GLSL code 
              Fixed a problem in the modf routine 
              Various documentation updates 

News from Epic Games – December 2010 UDK Beta Released
December 16, 2010 – Epic Games, Inc. has released the December 2010 UDK Beta, the latest version of the Unreal Development Kit (UDK), the free edition of Unreal Engine 3 that provides access to the award-winning toolset used in blockbuster video games, 3D visualizations, digital films and more.

NEW! iOS Support
Brand new features and content that users will immediately notice are:

    * Build levels, visually script gameplay events and add visual effects for mobile applications using the Unreal Editor and its major tools, including Unreal Kismet, Unreal Cascade and Unreal Matinee.
    * Superior rendering features for mobile development, including Unreal Lightmass global illumination accelerated by Unreal Swarm distributed computing.
    * The full source and content for the “Epic Citadel” App, plus an additional castle demo map.

Here are some screens from the mobile demo, i.e. that's what you would see on an ipad.

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